[PATCH 3/5] ddraw: Always activate the light when requested replacing some previous light.
Paul Gofman
gofmanp at gmail.com
Tue Jun 11 05:06:20 CDT 2019
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
dlls/ddraw/light.c | 2 --
dlls/ddraw/viewport.c | 20 ++++++++++++++++++--
2 files changed, 18 insertions(+), 4 deletions(-)
diff --git a/dlls/ddraw/light.c b/dlls/ddraw/light.c
index 22ebe2057f..9c624f115b 100644
--- a/dlls/ddraw/light.c
+++ b/dlls/ddraw/light.c
@@ -62,8 +62,6 @@ void light_activate(struct d3d_light *light)
if (light->light.dwFlags & D3DLIGHT_ACTIVE)
{
viewport_alloc_active_light_index(light);
- if (!light->active_light_index)
- return;
light_update(light);
IDirect3DDevice7_LightEnable(&device->IDirect3DDevice7_iface, light->active_light_index, TRUE);
}
diff --git a/dlls/ddraw/viewport.c b/dlls/ddraw/viewport.c
index 07fd197e0d..e94c4b8da0 100644
--- a/dlls/ddraw/viewport.c
+++ b/dlls/ddraw/viewport.c
@@ -135,9 +135,25 @@ void viewport_alloc_active_light_index(struct d3d_light *light)
return;
if (vp->active_lights_count >= DDRAW_MAX_ACTIVE_LIGHTS)
- return;
+ {
+ struct d3d_light *l;
+
+ LIST_FOR_EACH_ENTRY(l, &vp->light_list, struct d3d_light, entry)
+ {
+ if (l->active_light_index)
+ {
+ WARN("Too many active lights, viewport %p, light %p, deactivating %p.\n", vp, light, l);
+ light_deactivate(l);
+ /* Recycle active lights in a FIFO way. */
+ list_remove(&light->entry);
+ list_add_tail(&vp->light_list, &light->entry);
+ break;
+ }
+ }
+ }
map = vp->map_lights;
+ assert(vp->active_lights_count < DDRAW_MAX_ACTIVE_LIGHTS && map != ~0u);
i = 0;
while (map & 1)
@@ -817,7 +833,7 @@ static HRESULT WINAPI d3d_viewport_AddLight(IDirect3DViewport3 *viewport, IDirec
light_impl->active_viewport = vp;
/* Add the light in the 'linked' chain */
- list_add_head(&vp->light_list, &light_impl->entry);
+ list_add_tail(&vp->light_list, &light_impl->entry);
IDirect3DLight_AddRef(light);
light_activate(light_impl);
--
2.21.0
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